<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<ThingDef ParentName="BaseBulletCE">
		<defName>Projectile_ProfanedDragon_ToxicBreath_CE</defName>
		<label>toxic dragon breath</label>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<!-- Not sure if comps is needed, only kept for the MoteGlow -->
		<comps>
			<li Class="CompProperties_Glower">
				<overlightRadius>1.0</overlightRadius>
				<glowRadius>1</glowRadius>
				<glowColor>(255, 161, 0, 0.19)</glowColor>
			</li>
		</comps>
		<graphicData>
			<texPath>Things/Projectiles/ToxicflameSurge/ToxicflameSurgeA</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>MoteGlow</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<flyOverhead>false</flyOverhead>
			<damageDef>BotchJob_DragonToxicBreathDamage</damageDef>
			<explosionRadius>3</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<damageAmountBase>30</damageAmountBase>
			<stoppingPower>3.5</stoppingPower>
			<ai_IsIncendiary>true</ai_IsIncendiary>
			<preExplosionSpawnThingDef>Filth_Ash</preExplosionSpawnThingDef>
			<preExplosionSpawnChance>.3</preExplosionSpawnChance>
			<speed>30</speed>
		</projectile>
	</ThingDef>

</Defs>